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FPSC Classic Models and Media / Free huge old building (inside & outside) for you - if you help me fix the problem

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Ertlov
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Location: Austria
Posted: 29th Apr 2012 12:32
Here`s a cry for help with a little incentive you could also say \\\"bribing\\\". One of my gifted 3D Modellers created this beauty for me:



He works in max and, I quote:

In 3D Max i use Panda Direct X to export the .x files. Exporting steps: i select the mesh, go to \\\"export selected\\\" and chose the .x file.(now i\\\'ll make some screenshots for the settings i use)







However, instead of that:



(in UDK)

it looks like that:



Here`s the deal: Anyone who gives a proven and immediately working (no guesses please) solution for a fix on that problem is allowed to use the model for his own games, either commercial or not, as long the author is credited somewhere as \\\"Mickey from Homegrown Games\\\".

To make things easy to check and to bribe you in advance, I have attached the whole pack (Model, texture, fpe) and depend on your honesty

Come to where the madness is:http://www.homegrowngames.at
Ertlov
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Posted: 29th Apr 2012 12:45
(if you want you can also mail me the solution to [email protected] or send via skype to ivanertlovvlp)

Come to where the madness is:http://www.homegrowngames.at
Ross tra damus
3D Media Maker
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Posted: 29th Apr 2012 12:50
Ertlov

Should the textire files have a 'Diffuse' map as well?

monastery_d2

'monastery_d' ..............Here
Ertlov
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Posted: 29th Apr 2012 12:56
take a look at the shader, I use bonds static shader that usually works without

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 29th Apr 2012 13:03 Edited at: 29th Apr 2012 13:06
Its not the export its the textures, sometimes Bond1 switches texture info around using alpha channel in spec map for instance, I suggest you use a stock shader till you get the chance to inspect his texture structure for whatever shader of his your trying to use.
At first glance it looks like your using a static segment shader on an entity.

Awesome! Its one of those threads.
RelMayer
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Posted: 29th Apr 2012 13:04 Edited at: 29th Apr 2012 13:05
I will take a look at this, my own method consist to use entities as segment in order to have separate diffuse, specular and normal, maybe you should try ?

Excuse my grammar errors, I'm French.
Ertlov
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Posted: 29th Apr 2012 13:06 Edited at: 29th Apr 2012 13:08
Quote: "Its not the export its the textures, sometimes Bond1 switches texture info around using alpha channel in spec map for instance, I suggest you use a stock shader till you get the chance to inspect his texture structure for whatever shader of his your trying to use"


Wrong on that, it even happens without shader at all

And its the entity shader:

effect = effectbank\ps_3_0\entities\static\norm_alphaspec_tangentbasis.fx

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 29th Apr 2012 13:08 Edited at: 29th Apr 2012 13:14
Have you deleted bin and dbo files after testing?
Change the shader or remove it completely in the fpe, restart fpsc then load it up after doing so, should work from there.
I have had models appear exactly as yours has and with the normal appearing as texture but only with dynamic entity's, when I switched shaders they remained the same till bin file which holds shader and texture info was deleted..

Awesome! Its one of those threads.
RelMayer
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Posted: 29th Apr 2012 13:14
It works for me, but I don't know if it will work for ya, i've just create a duplicate of the D2 texture and renamed _D




Excuse my grammar errors, I'm French.
Ertlov
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Posted: 29th Apr 2012 13:15
doesn`t work for me...

which FPSC version are you running?

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 29th Apr 2012 13:27 Edited at: 29th Apr 2012 13:29
Works for me too, with or without shader, does require _D.dds which you dont have. I am using v1.19.
I take your Graphics card is Ps3.0 compatible?

Awesome! Its one of those threads.
RelMayer
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Posted: 29th Apr 2012 13:28
Me too

Excuse my grammar errors, I'm French.
Ertlov
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Posted: 29th Apr 2012 13:30 Edited at: 29th Apr 2012 13:32
I have a Radeon 5800 here and I`m also running V1.19...

Did you use the entity shader I had in the fpe ?!

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 29th Apr 2012 13:34 Edited at: 29th Apr 2012 13:35
Yes, I tried first with no shader then applied the containment pillar shader (the one mentioned)
effect = effectbank\ps_3_0\entities\static\norm_alphaspec_tangentbasis.fx

Awesome! Its one of those threads.
Ertlov
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Posted: 29th Apr 2012 13:45
was it the old one or the new one (with or without dynamic lights)?

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 29th Apr 2012 13:48
The latest release, if you mean the shader I got no idea if its old or new. didnt use lights at all.
Wish I could help further but its my bed time

Awesome! Its one of those threads.
Ertlov
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Posted: 29th Apr 2012 13:50
kk, np. I`ll check in tomorrow.

Come to where the madness is:http://www.homegrowngames.at
rolfy
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Posted: 29th Apr 2012 13:51
Ok just did quick check with static light, works fine.

Awesome! Its one of those threads.
Corno_1
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Posted: 29th Apr 2012 13:59
the monastery_I.dds is wrong its the normal map again!!
i fix this and use bond1´s actual shader
http://forum.thegamecreators.com/?m=forum_view&t=185499&b=24
i make the normal map stronger(maybe too strong)

Yes, i´m a noob, but i like it
Ertlov
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Posted: 29th Apr 2012 14:13
For bonds shader, N and I must be identical

Can someone post his setup.ini pls ?

Come to where the madness is:http://www.homegrowngames.at
RelMayer
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Posted: 29th Apr 2012 14:20
Weird !




Excuse my grammar errors, I'm French.
Ertlov
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Posted: 29th Apr 2012 14:29
really strange. I have v 1.19.0009, everything identical configurated to your stuff and still it soesnt work...

Come to where the madness is:http://www.homegrowngames.at
Willow
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Posted: 29th Apr 2012 16:27
Ertlov, I just sent you a email. Hope it works for you.

uzi idiot
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Posted: 29th Apr 2012 21:42 Edited at: 29th Apr 2012 21:43
It works fine for me.
I think all you need is to copy the _D2 as _D.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
michael x
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Posted: 30th Apr 2012 00:20
maybe it is his graphic card. Radeon 5800. ATI card has been known to be buggy with fpsc shader system. everyone it works for state your graphic card.

more than what meets the eye

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Flatlander
FPSC Tool Maker
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Posted: 30th Apr 2012 03:28 Edited at: 30th Apr 2012 03:32
Here is a pic of the monastery. If this looks right then it worked right outta the box. I did nothing to any files. I also did not change_D2 to _D.

Addendum:

Full shaders are on plus one light above and in front of building. My ambiance is set lower as well. Close to half.



"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
Ertlov
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Posted: 2nd May 2012 01:22
Ok, nothing solved the problem so far, although I got a very good pack from Willow. I even did a clean reinstall of FPSC, upgraded then to 1.19 and tested there - same result. I guess its indeed linked to my radeon. Will build in a Geforce and see what happens.

Come to where the madness is:http://www.homegrowngames.at
Ross tra damus
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Posted: 2nd May 2012 01:39
Ertlov

I tested this on a 'Radeon x300 series' card which I believe has no PS3 support and managed to get the model showing up OK (shaders turned OFF) but when I turned shaders 'ON' the model was textured with the floor segments texture throughout.

I don't know if this helps but I gave it a shot anyhow.

Good luck with this and I hope you find an answer.
Flatlander
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Posted: 2nd May 2012 01:45
Of course, if it works for others they can't help in solving the issue.

I do believe it is probably the video card. My video card happens to be "NVIDIA GeForce GTS 240." It's not top of the line and if the above image was looking OK then it works.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
rolfy
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Posted: 2nd May 2012 01:48 Edited at: 2nd May 2012 01:53
The shader your using came with an example entity (bond1's containment pillar), have you tried this to see if it appears the same way? You really need to dig into his textures to get how he uses channels differently for his shaders. If it also appears this way then its def your card.
If it appears correctly then there is problem with your textures causing shader issues with card.

Awesome! Its one of those threads.
Ertlov
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Posted: 3rd May 2012 13:52 Edited at: 3rd May 2012 13:56
@Rolfy - I use the shader heavily in all of my games and know its requirements and tweaks very well.

@ Willow - at least I got now a beautiful entity icon. Thank you very much.

@ RelMayer - You gave me the clue I needed, with your setup.ini.

I found the reason and the solution.

in my entityfolder I saw the Quality Change.txt file being updated on every text run. I took a look into it and saw on error there. this lead me to the assumption it has to do with the application of lightmaps onto the objects.

Then i rechecked my setup.ini against the one posted by Relmayer

And yeah, I had (for memory reasons)

lightmaptexsize=256

in there.

After I changed to

lightmaptexsize=512

it worked.

Unfortunately, now the memcap is reached even sooner. Will have to sacrify a goat to some dark gods in order to ensure that 1.20 will bring relieve.


Edit: Everyone who posted here can use the model.

Come to where the madness is:http://www.homegrowngames.at
maho76
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Posted: 3rd May 2012 16:16 Edited at: 3rd May 2012 16:21
give , and most important and to SC so he gets enough vitamins to get this done.

ok, emoticons work propperly, may i now use this model?^^

just a joke. its strange that, as on the pictures, the model shows up nearly (or totally) ignoring the maintexture and just shows up N/I. never saw this before, but now good to know that 256 lightmapsize may cause this problems. thanks for solution info.

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